CameraSurround_Principle.cs 4.9 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. public class CameraSurround_Principle : MonoBehaviour
  6. {
  7. public static CameraSurround_Principle instance;
  8. /// <summary>
  9. /// 旋转点
  10. /// </summary>
  11. private Vector3 m_RotationPoint;
  12. private void Awake()
  13. {
  14. instance = this;
  15. }
  16. private void Update()
  17. {
  18. CameraCtrlRotate();
  19. CameraCtrlMove();
  20. CameraCtrlMouseScrllMove();
  21. }
  22. /// <summary>
  23. /// 相机聚焦定位
  24. /// </summary>
  25. /// <param name="reset"></param>
  26. public void SetCameraPosition(Transform target, bool reset = false, bool useMark = true)
  27. {
  28. Bounds tmpBounds;
  29. if (useMark)
  30. {
  31. tmpBounds = GetBoundsByPartMark(target);
  32. }
  33. else
  34. {
  35. tmpBounds = GetBounds(target);
  36. }
  37. //物体最大长度
  38. float a = tmpBounds.size.magnitude;
  39. if (tmpBounds.size != Vector3.zero)
  40. {
  41. if (reset)
  42. {
  43. if (tmpBounds.size.x > tmpBounds.size.z)
  44. {
  45. transform.position = tmpBounds.center +((tmpBounds.center + new Vector3(0.2f, 0, 1)) - tmpBounds.center).normalized * a / 2 * 1.9f;
  46. }
  47. else
  48. {
  49. transform.position = tmpBounds.center +
  50. ((tmpBounds.center + new Vector3(1, 0.2f, 0)) - tmpBounds.center).normalized
  51. * a / 2 * 1.9f;
  52. }
  53. }
  54. else
  55. {
  56. transform.position = tmpBounds.center + (transform.position - tmpBounds.center).normalized * a / 2 * 1.9f;
  57. }
  58. }
  59. m_RotationPoint = tmpBounds.center;
  60. transform.LookAt(m_RotationPoint);
  61. }
  62. public void CameraCtrlMove()
  63. {
  64. if (Input.GetAxis("Mouse ScrollWheel") > 0)
  65. {
  66. transform.Translate(Vector3.forward * 1f);
  67. }
  68. if (Input.GetAxis("Mouse ScrollWheel") < 0)
  69. {
  70. transform.Translate(Vector3.forward * -1f);
  71. }
  72. }
  73. Vector3 PreMouseMPos;
  74. public void CameraCtrlMouseScrllMove()
  75. {
  76. if (Input.GetMouseButton(2))
  77. {
  78. if (PreMouseMPos.x <= 0)
  79. {
  80. PreMouseMPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
  81. }
  82. else
  83. {
  84. Vector3 CurMouseMPos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.0f);
  85. Vector3 offset = CurMouseMPos - PreMouseMPos;
  86. offset = -offset * 0.01f;//0.1这个数字的大小可以调节速度
  87. transform.Translate(offset);
  88. PreMouseMPos = CurMouseMPos;
  89. }
  90. }
  91. else
  92. {
  93. PreMouseMPos = new Vector3(0.0f, 0.0f, 0.0f);
  94. }
  95. }
  96. private void CameraCtrlRotate()
  97. {
  98. var mouse_X = Input.GetAxis("Mouse X");
  99. var mouse_Y = Input.GetAxis("Mouse Y");
  100. if (Input.GetKey(KeyCode.Mouse1))
  101. {
  102. transform.RotateAround(m_RotationPoint, Vector3.up, mouse_X * 5);
  103. transform.RotateAround(m_RotationPoint, transform.right, mouse_Y * -5);
  104. }
  105. }
  106. /// <summary>
  107. /// 获取Transform及其子级的包围盒(MeshRenderer),若MeshRenderer包围盒长度为0,则获取BoxCollider包围盒
  108. /// </summary>
  109. /// <param name="transform"></param>
  110. /// <returns></returns>
  111. private static Bounds GetBoundsByPartMark(Transform target)
  112. {
  113. PartMark[] tmpPartMarks = target.GetComponentsInChildren<PartMark>(true);
  114. List<MeshRenderer> tmpMeshRenders = new List<MeshRenderer>();
  115. foreach (var item in tmpPartMarks)
  116. {
  117. tmpMeshRenders.AddRange(item.GetMeshRender(item.transform));
  118. }
  119. Bounds bounds = new Bounds(GetModelGroupBoundesConent(tmpMeshRenders.ToArray()), Vector3.zero);
  120. foreach (Renderer renderer in tmpMeshRenders)
  121. {
  122. bounds.Encapsulate(renderer.bounds);
  123. }
  124. return bounds;
  125. }
  126. private static Bounds GetBounds(Transform target)
  127. {
  128. MeshRenderer[] meshRenderers = target.GetComponentsInChildren<MeshRenderer>().ToArray();
  129. Bounds bounds = new Bounds(GetModelGroupBoundesConent(target.GetComponentsInChildren<MeshRenderer>().ToArray()), Vector3.zero);
  130. foreach (Renderer renderer in meshRenderers)
  131. {
  132. bounds.Encapsulate(renderer.bounds);
  133. }
  134. return bounds;
  135. }
  136. /// <summary>
  137. /// 获取所以模型组的Boundes中心点
  138. /// </summary>
  139. private static Vector3 GetModelGroupBoundesConent(Renderer[] renderers)
  140. {
  141. Vector3 conent = Vector3.zero;
  142. for (int i = 0; i < renderers.Length; i++) conent += renderers[i].bounds.center;
  143. //获取到中心点
  144. conent /= renderers.Length;
  145. return conent;
  146. }
  147. }